Update rt_algo.cc
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@ -352,7 +352,7 @@ void buildBlendMask(const float* const * luminance, float **blend, int W, int H,
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contrastThreshold = calcContrastThreshold(luminance, minY, minX, tilesize);
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break;
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} else {
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// in second pass we allow a variance of 4
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// in second pass we allow a variance of 8
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// we additionally scan the tiles +-skip pixels around the best tile from pass 2
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// Means we scan (2 * skip + 1)^2 tiles in this step to get a better hit rate
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// fortunately the scan is quite fast, so we use only one core and don't parallelize
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